1/*
2 * Copyright (c) 2015-2016 The Khronos Group Inc.
3 * Copyright (c) 2015-2016 Valve Corporation
4 * Copyright (c) 2015-2016 LunarG, Inc.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and/or associated documentation files (the "Materials"), to
8 * deal in the Materials without restriction, including without limitation the
9 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
10 * sell copies of the Materials, and to permit persons to whom the Materials are
11 * furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice(s) and this permission notice shall be included in
14 * all copies or substantial portions of the Materials.
15 *
16 * THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 *
20 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE
23 * USE OR OTHER DEALINGS IN THE MATERIALS.
24 */
25/*
26 * Fragment shader for tri demo
27 */
28#version 400
29#extension GL_ARB_separate_shader_objects : enable
30#extension GL_ARB_shading_language_420pack : enable
31layout (binding = 0) uniform sampler2D tex;
32layout (location = 0) in vec2 texcoord;
33layout (location = 0) out vec4 uFragColor;
34void main() {
35   uFragColor = texture(tex, texcoord);
36}
37